[Scummvm-git-logs] scummvm branch-2-5 -> 91672019fbed0c26daa27052909b4e5c3a28d210

aquadran aquadran at gmail.com
Thu Oct 28 08:57:37 UTC 2021


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
91672019fb STARK: Added OpenGL renderer (without shaders)


Commit: 91672019fbed0c26daa27052909b4e5c3a28d210
    https://github.com/scummvm/scummvm/commit/91672019fbed0c26daa27052909b4e5c3a28d210
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2021-10-28T10:57:31+02:00

Commit Message:
STARK: Added OpenGL renderer (without shaders)

Changed paths:
    NEWS.md
    engines/stark/gfx/driver.cpp
    engines/stark/gfx/driver.h
    engines/stark/gfx/opengl.cpp
    engines/stark/gfx/opengl.h
    engines/stark/gfx/openglactor.cpp
    engines/stark/gfx/openglactor.h
    engines/stark/gfx/openglprop.cpp
    engines/stark/gfx/openglprop.h
    engines/stark/gfx/opengls.cpp
    engines/stark/gfx/opengls.h
    engines/stark/gfx/openglsactor.cpp
    engines/stark/gfx/openglsprop.cpp
    engines/stark/gfx/renderentry.h
    engines/stark/resources/location.cpp
    engines/stark/shaders/stark_actor.vertex
    engines/stark/shaders/stark_prop.vertex
    engines/stark/ui/dialogbox.cpp
    engines/stark/ui/menu/saveloadmenu.cpp
    engines/stark/ui/world/fmvscreen.cpp
    engines/stark/visual/effects/effect.cpp
    engines/stark/visual/explodingimage.cpp
    engines/stark/visual/flashingimage.cpp
    engines/stark/visual/image.cpp
    engines/stark/visual/smacker.cpp
    engines/stark/visual/text.cpp
    math/vector3d.h


diff --git a/NEWS.md b/NEWS.md
index 041d94c182..37f0016005 100644
--- a/NEWS.md
+++ b/NEWS.md
@@ -15,6 +15,9 @@ For a more comprehensive changelog of the latest experimental code, see:
    - Improved support for the high-resolution text in the 16-color Macintosh
      versions of Loom and Indiana Jones and the Last Crusade.
 
+ Stark:
+   - Added OpenGL renderer (without shaders).
+
  Xeen:
    - Fix crash on startup loading constants from xeen.ccs
 
diff --git a/engines/stark/gfx/driver.cpp b/engines/stark/gfx/driver.cpp
index 617741dc47..524b985c24 100644
--- a/engines/stark/gfx/driver.cpp
+++ b/engines/stark/gfx/driver.cpp
@@ -45,43 +45,42 @@ Driver *Driver::create() {
 	Graphics::RendererType desiredRendererType = Graphics::parseRendererTypeCode(rendererConfig);
 	Graphics::RendererType matchingRendererType = Graphics::getBestMatchingAvailableRendererType(desiredRendererType);
 
-#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
+#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
 	bool softRenderer = matchingRendererType == Graphics::kRendererTypeTinyGL;
 	if (!softRenderer) {
 		initGraphics3d(kOriginalWidth, kOriginalHeight);
 	} else {
 #endif
 		initGraphics(kOriginalWidth, kOriginalHeight, nullptr);
-#if defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
+#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
 	}
 #endif
 
-	Driver *driver = nullptr;
-
 	if (matchingRendererType != desiredRendererType && desiredRendererType != Graphics::kRendererTypeDefault) {
 		// Display a warning if unable to use the desired renderer
 		warning("Unable to match a '%s' renderer", rendererConfig.c_str());
 	}
 
+	Driver *driver = nullptr;
+
 #if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
 	bool backendCapableOpenGLShaders = g_system->hasFeature(OSystem::kFeatureOpenGLForGame) && OpenGLContext.shadersSupported;
 	if (backendCapableOpenGLShaders && matchingRendererType == Graphics::kRendererTypeOpenGLShaders) {
 		driver = new OpenGLSDriver();
 	}
 #endif
-	if (matchingRendererType == Graphics::kRendererTypeTinyGL) {
-		//driver = new TinyGLDriver();
+#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
+	bool backendCapableOpenGL = g_system->hasFeature(OSystem::kFeatureOpenGLForGame);
+	if (backendCapableOpenGL && matchingRendererType == Graphics::kRendererTypeOpenGL) {
+		driver = new OpenGLDriver();
 	}
+#endif
 
-	if (!driver) {
-		if (desiredRendererType != Graphics::kRendererTypeDefault) {
-			warning("Desired a '%s' renderer is not supported", rendererConfig.c_str());
-			GUI::displayErrorDialog(Common::U32String::format("Desired a '%s' renderer is not supported", rendererConfig.c_str()));
-		} else {
-			warning("No renderers have been found for this game");
-			GUI::displayErrorDialog(Common::U32String::format(_("No renderers have been found for this game")));
-		}
-	}
+	if (driver)
+		return driver;
+
+	warning("No renderers have been found for this game");
+	GUI::displayErrorDialog(Common::U32String::format(_("No renderers have been found for this game")));
 	return driver;
 }
 
diff --git a/engines/stark/gfx/driver.h b/engines/stark/gfx/driver.h
index 3c4053a2ec..6f68b188ef 100644
--- a/engines/stark/gfx/driver.h
+++ b/engines/stark/gfx/driver.h
@@ -63,13 +63,21 @@ public:
 	virtual void flipBuffer() = 0;
 
 	/**
-	 * Create a new texture
+	 * Create a new texture for 3D
 	 *
 	 * The caller is responsible for freeing it.
 	 *
 	 */
 	virtual Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) = 0;
 
+	/**
+	 * Create a new texture for 2D
+	 *
+	 * The caller is responsible for freeing it.
+	 *
+	 */
+	virtual Texture *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) = 0;
+
 	/**
 	 * Create a new actor renderer
 	 *
@@ -131,6 +139,7 @@ public:
 	virtual Graphics::Surface *getViewportScreenshot() const = 0;
 
 	virtual void set3DMode() = 0;
+	virtual bool computeLightsEnabled() = 0;
 
 	static const int32 kOriginalWidth = 640;
 	static const int32 kOriginalHeight = 480;
@@ -145,6 +154,7 @@ protected:
 	static void flipVertical(Graphics::Surface *s);
 
 	Common::Rect _screenViewport;
+	bool         _computeLights;
 };
 
 } // End of namespace Gfx
diff --git a/engines/stark/gfx/opengl.cpp b/engines/stark/gfx/opengl.cpp
index 954a1d6d9d..87ddbfff73 100644
--- a/engines/stark/gfx/opengl.cpp
+++ b/engines/stark/gfx/opengl.cpp
@@ -43,6 +43,7 @@ namespace Stark {
 namespace Gfx {
 
 OpenGLDriver::OpenGLDriver() {
+	_computeLights = true;
 }
 
 OpenGLDriver::~OpenGLDriver() {
@@ -60,6 +61,7 @@ void OpenGLDriver::init() {
 	glLoadIdentity();
 	glMatrixMode(GL_MODELVIEW);
 	glLoadIdentity();
+	glDisable(GL_LIGHTING);
 }
 
 void OpenGLDriver::setScreenViewport(bool noScaling) {
@@ -108,7 +110,6 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
 	assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
 
 	Math::Matrix4 viewMatrix = StarkScene->getViewMatrix();
-	Math::Matrix3 viewMatrixRot = viewMatrix.getRotation();
 
 	glMatrixMode(GL_MODELVIEW);
 	glLoadIdentity();
@@ -121,6 +122,7 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
 		GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
 		GLfloat cutoff = 180.0f;
 		GLfloat spotExp = 0.0f;
+		GLfloat c_attenuation = 1.0f;
 		GLfloat l_attenuation = 0.0f;
 		GLfloat q_attenuation = 0.0f;
 
@@ -133,10 +135,9 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
 		Math::Vector4d eyePosition = viewMatrix * worldPosition;
 
 		Math::Vector3d worldDirection = l->direction;
-		Math::Vector3d eyeDirection = viewMatrixRot * worldDirection;
+		Math::Vector3d eyeDirection = viewMatrix.getRotation() * worldDirection;
 		eyeDirection.normalize();
 
-		glDisable(GL_LIGHT0 + i);
 		switch (l->type) {
 			case LightEntry::kPoint:
 				lightColor[0] = (GLfloat)l->color.x();
@@ -150,9 +151,9 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
 				lightColor[0] = (GLfloat)l->color.x();
 				lightColor[1] = (GLfloat)l->color.y();
 				lightColor[2] = (GLfloat)l->color.z();
-				lightPos[0] = -(GLfloat)eyeDirection.x();
-				lightPos[1] = -(GLfloat)eyeDirection.y();
-				lightPos[2] = -(GLfloat)eyeDirection.z();
+				lightPos[0] = (GLfloat)-eyeDirection.x();
+				lightPos[1] = (GLfloat)-eyeDirection.y();
+				lightPos[2] = (GLfloat)-eyeDirection.z();
 				lightPos[3] = 0;
 				break;
 			case LightEntry::kSpot:
@@ -162,19 +163,15 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
 				lightPos[0] = (GLfloat)eyePosition.x();
 				lightPos[1] = (GLfloat)eyePosition.y();
 				lightPos[2] = (GLfloat)eyePosition.z();
-				lightDir[0] = -(GLfloat)eyeDirection.x();
-				lightDir[1] = -(GLfloat)eyeDirection.y();
-				lightDir[2] = -(GLfloat)eyeDirection.z();
-				// FIXME
-				l_attenuation = 0.0000001f;
-				q_attenuation = 0.0000001f;
-				//spotExp = 0.0f;
-				//cutoff = (l->outerConeAngle.getDegrees() + l->innerConeAngle.getDegrees()) / 2.0f;
+				lightDir[0] = (GLfloat)eyeDirection.x();
+				lightDir[1] = (GLfloat)eyeDirection.y();
+				lightDir[2] = (GLfloat)eyeDirection.z();
+				cutoff = (l->outerConeAngle.getDegrees() + l->innerConeAngle.getDegrees()) / 2.26f;
 				break;
 			case LightEntry::kAmbient:
-				ambientColor[0] = (GLfloat)l->color.x();
-				ambientColor[1] = (GLfloat)l->color.y();
-				ambientColor[2] = (GLfloat)l->color.z();
+				lightColor[0] = (GLfloat)l->color.x();
+				lightColor[1] = (GLfloat)l->color.y();
+				lightColor[2] = (GLfloat)l->color.z();
 				break;
 			default:
 				break;
@@ -186,6 +183,7 @@ void OpenGLDriver::setupLights(const LightEntryArray &lights) {
 		glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightDir);
 		glLightf(GL_LIGHT0 + i, GL_SPOT_EXPONENT, spotExp);
 		glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, cutoff);
+		glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, c_attenuation);
 		glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, l_attenuation);
 		glLightf(GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, q_attenuation);
 		glEnable(GL_LIGHT0 + i);
@@ -207,6 +205,10 @@ Texture *OpenGLDriver::createTexture(const Graphics::Surface *surface, const byt
 	return texture;
 }
 
+Texture *OpenGLDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
+	return createTexture(surface, palette);
+}
+
 VisualActor *OpenGLDriver::createActorRenderer() {
 	return new OpenGLActorRenderer(this);
 }
@@ -224,6 +226,11 @@ FadeRenderer *OpenGLDriver::createFadeRenderer() {
 }
 
 void OpenGLDriver::start2DMode() {
+#if defined(USE_OPENGL_SHADERS)
+	// The ShaderSurfaceRenderer sets an array buffer which conflict with fixed pipeline rendering
+	glBindBuffer(GL_ARRAY_BUFFER, 0);
+#endif // defined(USE_OPENGL_SHADERS)
+
 	// Enable alpha blending
 	glEnable(GL_BLEND);
 	//glBlendEquation(GL_FUNC_ADD); // It's the default
@@ -235,7 +242,8 @@ void OpenGLDriver::start2DMode() {
 
 	glDisable(GL_DEPTH_TEST);
 	glDepthMask(GL_FALSE);
-	glDisable(GL_LIGHTING);
+	if (!_computeLights)
+		glDisable(GL_LIGHTING);
 }
 
 void OpenGLDriver::end2DMode() {
@@ -244,10 +252,14 @@ void OpenGLDriver::end2DMode() {
 
 	glEnable(GL_DEPTH_TEST);
 	glDepthMask(GL_TRUE);
-	glEnable(GL_LIGHTING);
 }
 
 void OpenGLDriver::set3DMode() {
+#if defined(USE_OPENGL_SHADERS)
+	// The ShaderSurfaceRenderer sets an array buffer which conflict with fixed pipeline rendering
+	glBindBuffer(GL_ARRAY_BUFFER, 0);
+#endif // defined(USE_OPENGL_SHADERS)
+
 	glEnable(GL_DEPTH_TEST);
 	glDepthFunc(GL_LESS);
 
@@ -256,6 +268,13 @@ void OpenGLDriver::set3DMode() {
 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 	glStencilFunc(GL_EQUAL, 0, 0xFF);
 	glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+
+	if (!_computeLights)
+		glEnable(GL_LIGHTING);
+}
+
+bool OpenGLDriver::computeLightsEnabled() {
+	return _computeLights;
 }
 
 Common::Rect OpenGLDriver::getViewport() const {
diff --git a/engines/stark/gfx/opengl.h b/engines/stark/gfx/opengl.h
index 07e86bc35d..bb9c68794e 100644
--- a/engines/stark/gfx/opengl.h
+++ b/engines/stark/gfx/opengl.h
@@ -50,6 +50,7 @@ public:
 	void flipBuffer() override;
 
 	Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
+	Texture *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
 	VisualActor *createActorRenderer() override;
 	VisualProp *createPropRenderer() override;
 	SurfaceRenderer *createSurfaceRenderer() override;
@@ -58,6 +59,7 @@ public:
 	void start2DMode();
 	void end2DMode();
 	void set3DMode() override;
+	bool computeLightsEnabled() override;
 
 	Common::Rect getViewport() const;
 	Common::Rect getUnscaledViewport() const;
diff --git a/engines/stark/gfx/openglactor.cpp b/engines/stark/gfx/openglactor.cpp
index 9d775743f1..8116ad4d2e 100644
--- a/engines/stark/gfx/openglactor.cpp
+++ b/engines/stark/gfx/openglactor.cpp
@@ -66,17 +66,31 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
 	Math::Vector3d lightDirection;
 
 	_gfx->set3DMode();
-	_gfx->setupLights(lights);
+	if (!_gfx->computeLightsEnabled())
+		_gfx->setupLights(lights);
 
 	Math::Matrix4 model = getModelMatrix(position, direction);
 	Math::Matrix4 view = StarkScene->getViewMatrix();
 	Math::Matrix4 projection = StarkScene->getProjectionMatrix();
 
 	Math::Matrix4 modelViewMatrix = view * model;
-	modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	modelViewMatrix.transpose(); // OpenGL expects matrices transposed
+	glMatrixMode(GL_MODELVIEW);
+	glLoadMatrixf(modelViewMatrix.getData());
 
 	Math::Matrix4 projectionMatrix = projection;
-	projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	projectionMatrix.transpose(); // OpenGL expects matrices transposed
+	glMatrixMode(GL_PROJECTION);
+	glLoadMatrixf(projectionMatrix.getData());
+
+	Math::Matrix4 normalMatrix;
+	if (_gfx->computeLightsEnabled()) {
+		projectionMatrix.transpose();
+		modelViewMatrix.transpose();
+
+		normalMatrix = modelViewMatrix;
+		normalMatrix.invertAffineOrthonormal();
+	}
 
 	Math::Matrix4 mvp;
 	if (drawShadow) {
@@ -87,40 +101,43 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
 		lightDirection = getShadowLightDirection(lights, position, modelInverse.getRotation());
 	}
 
-	glMatrixMode(GL_PROJECTION);
-	glLoadMatrixf(projectionMatrix.getData());
-
-	glMatrixMode(GL_MODELVIEW);
-	glLoadMatrixf(modelViewMatrix.getData());
-
 	glEnable(GL_TEXTURE_2D);
 
 	Common::Array<Face *> faces = _model->getFaces();
 	Common::Array<Material *> mats = _model->getMaterials();
 	const Common::Array<BoneNode *> &bones = _model->getBones();
 
-	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
-	glEnable(GL_COLOR_MATERIAL);
+	if (!_gfx->computeLightsEnabled()) {
+		glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+		glEnable(GL_COLOR_MATERIAL);
+	}
+
 	for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
 		const Material *material = mats[(*face)->materialId];
+		Math::Vector3d color;
 		const Gfx::Texture *tex = resolveTexture(material);
-		if (tex) {
-			tex->bind();
-			glColor3f(1.0f, 1.0f, 1.0f);
-		} else {
-			glBindTexture(GL_TEXTURE_2D, 0);
-			glColor3f(material->r, material->g, material->b);
-		}
-
 		auto vertexIndices = _faceEBO[*face];
 		auto numVertexIndices = (*face)->vertexIndices.size();
 		for (uint32 i = 0; i < numVertexIndices; i++) {
+			if (tex) {
+				tex->bind();
+				if (_gfx->computeLightsEnabled())
+					color = Math::Vector3d(1.0f, 1.0f, 1.0f);
+				else
+					glColor3f(1.0f, 1.0f, 1.0f);
+			} else {
+				glBindTexture(GL_TEXTURE_2D, 0);
+				if (_gfx->computeLightsEnabled())
+					color = Math::Vector3d(material->r, material->g, material->b);
+				else
+					glColor3f(material->r, material->g, material->b);
+			}
 			uint32 index = vertexIndices[i];
 			auto vertex = _faceVBO[index];
 			uint32 bone1 = vertex.bone1;
 			uint32 bone2 = vertex.bone2;
-			Math::Vector3d position1 = vertex.pos1;
-			Math::Vector3d position2 = vertex.pos2;
+			Math::Vector3d position1 = Math::Vector3d(vertex.pos1x, vertex.pos1y, vertex.pos1z);
+			Math::Vector3d position2 = Math::Vector3d(vertex.pos2x, vertex.pos2y, vertex.pos2z);
 			Math::Vector3d bone1Position = Math::Vector3d(bones[bone1]->_animPos.x(),
 														  bones[bone1]->_animPos.y(),
 														  bones[bone1]->_animPos.z());
@@ -136,27 +153,38 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
 														  bones[bone2]->_animRot.z(),
 														  bones[bone2]->_animRot.w());
 			float boneWeight = vertex.boneWeight;
-			Math::Vector3d normal = vertex.normal;
+			Math::Vector3d normal = Math::Vector3d(vertex.normalx, vertex.normaly, vertex.normalz);
 
 			// Compute the vertex position in eye-space
 			bone1Rotation.transform(position1);
 			position1 += bone1Position;
 			bone2Rotation.transform(position2);
 			position2 += bone2Position;
-			Math::Vector3d modelPosition = position2 * (1.0 - boneWeight) + position1 * boneWeight;
+			Math::Vector3d modelPosition = Math::Vector3d::interpolate(position2, position1, boneWeight);
 			vertex.x = modelPosition.x();
 			vertex.y = modelPosition.y();
 			vertex.z = modelPosition.z();
-
+			Math::Vector4d modelEyePosition;
+			if (_gfx->computeLightsEnabled()) {
+				modelEyePosition = modelViewMatrix * Math::Vector4d(modelPosition.x(),
+																		       modelPosition.y(),
+																		       modelPosition.z(),
+																		       1.0);
+			}
 			// Compute the vertex normal in eye-space
 			Math::Vector3d n1 = normal;
 			bone1Rotation.transform(n1);
 			Math::Vector3d n2 = normal;
 			bone2Rotation.transform(n2);
-			Math::Vector3d modelNormal = Math::Vector3d(n2 * (1.0 - boneWeight) + n1 * boneWeight).getNormalized();
+			Math::Vector3d modelNormal = Math::Vector3d(Math::Vector3d::interpolate(n2, n1, boneWeight)).getNormalized();
 			vertex.nx = modelNormal.x();
 			vertex.ny = modelNormal.y();
 			vertex.nz = modelNormal.z();
+			Math::Vector3d modelEyeNormal;
+			if (_gfx->computeLightsEnabled()) {
+				modelEyeNormal = normalMatrix.getRotation() * modelNormal;
+				modelEyeNormal.normalize();
+			}
 
 			if (drawShadow) {
 				Math::Vector3d shadowPosition = modelPosition + lightDirection * (-modelPosition.y() / lightDirection.y());
@@ -165,33 +193,100 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
 				vertex.sz = shadowPosition.z();
 			}
 
+			if (_gfx->computeLightsEnabled()) {
+				static const uint maxLights = 10;
+
+				assert(lights.size() >= 1);
+				assert(lights.size() <= maxLights);
+
+				const LightEntry *ambient = lights[0];
+				assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
+
+				Math::Vector3d lightColor = ambient->color;
+
+				for (uint li = 0; li < lights.size() - 1; li++) {
+					const LightEntry *l = lights[li + 1];
+
+					switch (l->type) {
+						case LightEntry::kPoint: {
+							Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+							float dist = vertexToLight.length();
+							vertexToLight.normalize();
+							float attn = CLIP((l->falloffFar - dist) / MAX(0.001f,  l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+							float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
+							lightColor += l->color * attn * incidence;
+							break;
+						}
+						case LightEntry::kDirectional: {
+							float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -l->eyeDirection));
+							lightColor += (l->color * incidence);
+							break;
+						}
+						case LightEntry::kSpot: {
+							Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+							float dist = vertexToLight.length();
+							float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+
+							vertexToLight.normalize();
+							float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
+
+							float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection));
+							float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
+
+							lightColor += l->color * attn * incidence * cone;
+							break;
+						}
+						default:
+							break;
+					}
+				}
+
+				lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
+				lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
+				lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
+				color = color * lightColor;
+				vertex.r = color.x();
+				vertex.g = color.y();
+				vertex.b = color.z();
+			}
+
 			_faceVBO[index] = vertex;
 		}
 
 		glEnableClientState(GL_VERTEX_ARRAY);
-		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+		if (_gfx->computeLightsEnabled())
+			glEnableClientState(GL_COLOR_ARRAY);
+		if (tex)
+			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 		glEnableClientState(GL_NORMAL_ARRAY);
 
 		glVertexPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].x);
 		if (tex)
 			glTexCoordPointer(2, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].texS);
 		glNormalPointer(GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].nx);
+		if (_gfx->computeLightsEnabled())
+			glColorPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].r);
 
 		glDrawElements(GL_TRIANGLES, numVertexIndices, GL_UNSIGNED_INT, vertexIndices);
 
 		glDisableClientState(GL_VERTEX_ARRAY);
-		glDisableClientState(GL_NORMAL_ARRAY);
+		if (_gfx->computeLightsEnabled())
+			glDisableClientState(GL_COLOR_ARRAY);
 		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
+		glDisableClientState(GL_NORMAL_ARRAY);
 	}
-	glDisable(GL_COLOR_MATERIAL);
+	if (!_gfx->computeLightsEnabled())
+		glDisable(GL_COLOR_MATERIAL);
 
 
 	if (drawShadow) {
 		glEnable(GL_BLEND);
 		glEnable(GL_STENCIL_TEST);
 		glDisable(GL_TEXTURE_2D);
-		glDisable(GL_LIGHTING);
+		if (!_gfx->computeLightsEnabled())
+			glDisable(GL_LIGHTING);
 
 		glMatrixMode(GL_PROJECTION);
 		glLoadMatrixf(projectionMatrix.getData());
@@ -213,7 +308,8 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
 			glDisableClientState(GL_VERTEX_ARRAY);
 		}
 
-		glEnable(GL_LIGHTING);
+		if (!_gfx->computeLightsEnabled())
+			glEnable(GL_LIGHTING);
 		glEnable(GL_TEXTURE_2D);
 		glDisable(GL_BLEND);
 		glDisable(GL_STENCIL_TEST);
@@ -247,12 +343,18 @@ ActorVertex *OpenGLActorRenderer::createModelVBO(const Model *model) {
 	// Build a vertex array
 	int i = 0;
 	for (Common::Array<VertNode *>::const_iterator tri = modelVertices.begin(); tri != modelVertices.end(); ++tri, i++) {
-		vertices[i].pos1 = Math::Vector3d((*tri)->_pos1.x(), (*tri)->_pos1.y(), (*tri)->_pos1.z());
-		vertices[i].pos2 = Math::Vector3d((*tri)->_pos2.x(), (*tri)->_pos2.y(), (*tri)->_pos2.z());
+		vertices[i].pos1x = (*tri)->_pos1.x();
+		vertices[i].pos1y = (*tri)->_pos1.y();
+		vertices[i].pos1z = (*tri)->_pos1.z();
+		vertices[i].pos2x = (*tri)->_pos2.x();
+		vertices[i].pos2y = (*tri)->_pos2.y();
+		vertices[i].pos2z = (*tri)->_pos2.z();
 		vertices[i].bone1 = (*tri)->_bone1;
 		vertices[i].bone2 = (*tri)->_bone2;
 		vertices[i].boneWeight = (*tri)->_boneWeight;
-		vertices[i].normal = Math::Vector3d((*tri)->_normal.x(), (*tri)->_normal.y(), (*tri)->_normal.z());
+		vertices[i].normalx = (*tri)->_normal.x();
+		vertices[i].normaly = (*tri)->_normal.y();
+		vertices[i].normalz = (*tri)->_normal.z();
 		vertices[i].texS = -(*tri)->_texS;
 		vertices[i].texT = (*tri)->_texT;
 	}
diff --git a/engines/stark/gfx/openglactor.h b/engines/stark/gfx/openglactor.h
index a4f80bc16b..a837f0bfcd 100644
--- a/engines/stark/gfx/openglactor.h
+++ b/engines/stark/gfx/openglactor.h
@@ -42,12 +42,18 @@ class OpenGLDriver;
 #include "common/pack-start.h"
 
 struct _ActorVertex {
-	Math::Vector3d pos1;
-	Math::Vector3d pos2;
+	float pos1x;
+	float pos1y;
+	float pos1z;
+	float pos2x;
+	float pos2y;
+	float pos2z;
 	uint32 bone1;
 	uint32 bone2;
 	float boneWeight;
-	Math::Vector3d normal;
+	float normalx;
+	float normaly;
+	float normalz;
 	float texS;
 	float texT;
 	float x;
@@ -59,6 +65,9 @@ struct _ActorVertex {
 	float sx;
 	float sy;
 	float sz;
+	float r;
+	float g;
+	float b;
 } PACKED_STRUCT;
 typedef _ActorVertex ActorVertex;
 
diff --git a/engines/stark/gfx/openglprop.cpp b/engines/stark/gfx/openglprop.cpp
index 5e6e1bd9e0..ba9539f2f7 100644
--- a/engines/stark/gfx/openglprop.cpp
+++ b/engines/stark/gfx/openglprop.cpp
@@ -45,66 +45,168 @@ OpenGLPropRenderer::~OpenGLPropRenderer() {
 
 void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction, const LightEntryArray &lights) {
 	if (_modelIsDirty) {
-		// Update the OpenGL Buffer Objects if required
 		clearVertices();
 		uploadVertices();
 		_modelIsDirty = false;
 	}
 
 	_gfx->set3DMode();
-	_gfx->setupLights(lights);
+	if (!_gfx->computeLightsEnabled())
+		_gfx->setupLights(lights);
 
 	Math::Matrix4 model = getModelMatrix(position, direction);
 	Math::Matrix4 view = StarkScene->getViewMatrix();
 	Math::Matrix4 projection = StarkScene->getProjectionMatrix();
 
 	Math::Matrix4 modelViewMatrix = view * model;
-	modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	modelViewMatrix.transpose(); // OpenGL expects matrices transposed
+	glMatrixMode(GL_MODELVIEW);
+	glLoadMatrixf(modelViewMatrix.getData());
 
 	Math::Matrix4 projectionMatrix = projection;
-	projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	projectionMatrix.transpose(); // OpenGL expects matrices transposed
+	glMatrixMode(GL_PROJECTION);
+	glLoadMatrixf(projectionMatrix.getData());
+
+	Math::Matrix4 normalMatrix;
+	if (_gfx->computeLightsEnabled()) {
+		projectionMatrix.transpose();
+		modelViewMatrix.transpose();
+
+		normalMatrix = modelViewMatrix;
+		normalMatrix.invertAffineOrthonormal();
+	}
 
 	const Common::Array<Face> &faces = _model->getFaces();
 	const Common::Array<Material> &materials = _model->getMaterials();
 
-	glEnable(GL_COLOR_MATERIAL);
+	if (!_gfx->computeLightsEnabled())
+		glEnable(GL_COLOR_MATERIAL);
 	for (Common::Array<Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
 		const Material &material = materials[face->materialId];
-
-		// For each face draw its vertices from the VBO, indexed by the EBO
+		Math::Vector3d color;
 		const Gfx::Texture *tex = _texture->getTexture(material.texture);
-		if (material.doubleSided)
-			glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
-		else
-			glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
-		if (tex) {
-			tex->bind();
-			glColor3f(1.0f, 1.0f, 1.0f);
-		} else {
-			glBindTexture(GL_TEXTURE_2D, 0);
-			glColor3f(material.r, material.g, material.b);
-		}
-
 		auto vertexIndices = _faceEBO[face];
+		auto numVertexIndices = (face)->vertexIndices.size();
+		if (!_gfx->computeLightsEnabled()) {
+			if (material.doubleSided)
+				glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+			else
+				glColorMaterial(GL_FRONT, GL_DIFFUSE);
+		}
+		for (uint32 i = 0; i < numVertexIndices; i++) {
+			uint32 index = vertexIndices[i];
+			auto vertex = _faceVBO[index];
+			if (tex) {
+				tex->bind();
+				if (_gfx->computeLightsEnabled())
+					color = Math::Vector3d(1.0f, 1.0f, 1.0f);
+				else
+					glColor3f(1.0f, 1.0f, 1.0f);
+				if (material.doubleSided) {
+					vertex.texS = vertex.stexS;
+					vertex.texT = 1.0f - vertex.stexT;
+				} else {
+					vertex.texS = 1.0f - vertex.stexS;
+					vertex.texT = 1.0f - vertex.stexT;
+				}
+			} else {
+				glBindTexture(GL_TEXTURE_2D, 0);
+				if (_gfx->computeLightsEnabled())
+					color = Math::Vector3d(material.r, material.g, material.b);
+				else
+					glColor3f(material.r, material.g, material.b);
+			}
+
+			if (_gfx->computeLightsEnabled()) {
+				Math::Vector4d modelEyePosition = modelViewMatrix * Math::Vector4d(vertex.x, vertex.y, vertex.z, 1.0);
+				Math::Vector3d modelEyeNormal = normalMatrix.getRotation() *  Math::Vector3d(vertex.nx, vertex.ny, vertex.nz);
+				modelEyeNormal.normalize();
+
+				static const uint maxLights = 10;
+
+				assert(lights.size() >= 1);
+				assert(lights.size() <= maxLights);
+
+				const LightEntry *ambient = lights[0];
+				assert(ambient->type == LightEntry::kAmbient); // The first light must be the ambient light
+
+				Math::Vector3d lightColor = ambient->color;
+
+				for (uint li = 0; li < lights.size() - 1; li++) {
+					const LightEntry *l = lights[li + 1];
+
+					switch (l->type) {
+						case LightEntry::kPoint: {
+							Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+							float dist = vertexToLight.length();
+							vertexToLight.normalize();
+							float attn = CLIP((l->falloffFar - dist) / MAX(0.001f,  l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+							float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, vertexToLight));
+							lightColor += l->color * attn * incidence;
+							break;
+						}
+						case LightEntry::kDirectional: {
+							float incidence = MAX(0.0f, Math::Vector3d::dotProduct(modelEyeNormal, -l->eyeDirection));
+							lightColor += (l->color * incidence);
+							break;
+						}
+						case LightEntry::kSpot: {
+							Math::Vector3d vertexToLight = l->eyePosition.getXYZ() - modelEyePosition.getXYZ();
+
+							float dist = vertexToLight.length();
+							float attn = CLIP((l->falloffFar - dist) / MAX(0.001f, l->falloffFar - l->falloffNear), 0.0f, 1.0f);
+
+							vertexToLight.normalize();
+							float incidence = MAX(0.0f, modelEyeNormal.dotProduct(vertexToLight));
+
+							float cosAngle = MAX(0.0f, vertexToLight.dotProduct(-l->eyeDirection));
+							float cone = CLIP((cosAngle - l->innerConeAngle.getCosine()) / MAX(0.001f, l->outerConeAngle.getCosine() - l->innerConeAngle.getCosine()), 0.0f, 1.0f);
+
+							lightColor += l->color * attn * incidence * cone;
+							break;
+						}
+						default:
+							break;
+					}
+				}
+
+				lightColor.x() = CLIP(lightColor.x(), 0.0f, 1.0f);
+				lightColor.y() = CLIP(lightColor.y(), 0.0f, 1.0f);
+				lightColor.z() = CLIP(lightColor.z(), 0.0f, 1.0f);
+				color = color * lightColor;
+				vertex.r = color.x();
+				vertex.g = color.y();
+				vertex.b = color.z();
+			}
+			_faceVBO[index] = vertex;
+		}
 
 		glEnableClientState(GL_VERTEX_ARRAY);
-		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+		if (_gfx->computeLightsEnabled())
+			glEnableClientState(GL_COLOR_ARRAY);
+		if (tex)
+			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 		glEnableClientState(GL_NORMAL_ARRAY);
 
 		glVertexPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].x);
 		if (tex)
 			glTexCoordPointer(2, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].texS);
 		glNormalPointer(GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].nx);
+		if (_gfx->computeLightsEnabled())
+			glColorPointer(3, GL_FLOAT, sizeof(PropVertex), &_faceVBO[0].r);
 
 		glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
 
 		glDisableClientState(GL_VERTEX_ARRAY);
-		glDisableClientState(GL_NORMAL_ARRAY);
+		if (_gfx->computeLightsEnabled())
+			glDisableClientState(GL_COLOR_ARRAY);
 		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
+		glDisableClientState(GL_NORMAL_ARRAY);
 	}
-	glDisable(GL_COLOR_MATERIAL);
-
+	if (!_gfx->computeLightsEnabled())
+		glDisable(GL_COLOR_MATERIAL);
 }
 
 void OpenGLPropRenderer::clearVertices() {
@@ -138,8 +240,8 @@ PropVertex *OpenGLPropRenderer::createFaceVBO() {
 		vertices[i].nx = modelVertices[i].normal.x();
 		vertices[i].ny = modelVertices[i].normal.y();
 		vertices[i].nz = modelVertices[i].normal.z();
-		vertices[i].texS = modelVertices[i].texturePosition.x();
-		vertices[i].texT = modelVertices[i].texturePosition.y();
+		vertices[i].stexS = modelVertices[i].texturePosition.x();
+		vertices[i].stexT = modelVertices[i].texturePosition.y();
 	}
 
 	return vertices;
diff --git a/engines/stark/gfx/openglprop.h b/engines/stark/gfx/openglprop.h
index 2c3cbe33c6..0ebf32081c 100644
--- a/engines/stark/gfx/openglprop.h
+++ b/engines/stark/gfx/openglprop.h
@@ -49,8 +49,13 @@ struct _PropVertex {
 	float nx;
 	float ny;
 	float nz;
+	float stexS;
+	float stexT;
 	float texS;
 	float texT;
+	float r;
+	float g;
+	float b;
 } PACKED_STRUCT;
 typedef _PropVertex PropVertex;
 
diff --git a/engines/stark/gfx/opengls.cpp b/engines/stark/gfx/opengls.cpp
index 63a09cea7e..84e87d4e1c 100644
--- a/engines/stark/gfx/opengls.cpp
+++ b/engines/stark/gfx/opengls.cpp
@@ -142,6 +142,10 @@ Texture *OpenGLSDriver::createTexture(const Graphics::Surface *surface, const by
 	return texture;
 }
 
+Texture *OpenGLSDriver::createBitmap(const Graphics::Surface *surface, const byte *palette) {
+	return createTexture(surface, palette);
+}
+
 VisualActor *OpenGLSDriver::createActorRenderer() {
 	return new OpenGLSActorRenderer(this);
 }
@@ -191,6 +195,10 @@ void OpenGLSDriver::set3DMode() {
 	glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
 }
 
+bool OpenGLSDriver::computeLightsEnabled() {
+	return false;
+}
+
 Common::Rect OpenGLSDriver::getViewport() const {
 	return _viewport;
 }
diff --git a/engines/stark/gfx/opengls.h b/engines/stark/gfx/opengls.h
index f40bda1082..6925b582f6 100644
--- a/engines/stark/gfx/opengls.h
+++ b/engines/stark/gfx/opengls.h
@@ -52,6 +52,7 @@ public:
 	void flipBuffer() override;
 
 	Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
+	Texture *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) override;
 	VisualActor *createActorRenderer() override;
 	VisualProp *createPropRenderer() override;
 	SurfaceRenderer *createSurfaceRenderer() override;
@@ -65,6 +66,7 @@ public:
 	void start2DMode();
 	void end2DMode();
 	void set3DMode() override;
+	bool computeLightsEnabled() override;
 
 	Common::Rect getViewport() const;
 	Common::Rect getUnscaledViewport() const;
diff --git a/engines/stark/gfx/openglsactor.cpp b/engines/stark/gfx/openglsactor.cpp
index 4ef1b9fc9b..31bafb69dd 100644
--- a/engines/stark/gfx/openglsactor.cpp
+++ b/engines/stark/gfx/openglsactor.cpp
@@ -71,15 +71,13 @@ void OpenGLSActorRenderer::render(const Math::Vector3d &position, float directio
 	Math::Matrix4 projection = StarkScene->getProjectionMatrix();
 
 	Math::Matrix4 modelViewMatrix = view * model;
-	modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	modelViewMatrix.transpose(); // OpenGL expects matrices transposed
 
 	Math::Matrix4 projectionMatrix = projection;
-	projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	projectionMatrix.transpose(); // OpenGL expects matrices transposed
 
 	Math::Matrix4 normalMatrix = modelViewMatrix;
 	normalMatrix.invertAffineOrthonormal();
-	//normalMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
-	//normalMatrix.transpose(); // No need to transpose twice in a row
 
 	_shader->enableVertexAttribute("position1", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 0);
 	_shader->enableVertexAttribute("position2", _faceVBO, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), 12);
diff --git a/engines/stark/gfx/openglsprop.cpp b/engines/stark/gfx/openglsprop.cpp
index e2e45eb471..45f11a2591 100644
--- a/engines/stark/gfx/openglsprop.cpp
+++ b/engines/stark/gfx/openglsprop.cpp
@@ -65,15 +65,13 @@ void OpenGLSPropRenderer::render(const Math::Vector3d &position, float direction
 	Math::Matrix4 projection = StarkScene->getProjectionMatrix();
 
 	Math::Matrix4 modelViewMatrix = view * model;
-	modelViewMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	modelViewMatrix.transpose(); // OpenGL expects matrices transposed
 
 	Math::Matrix4 projectionMatrix = projection;
-	projectionMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
+	projectionMatrix.transpose(); // OpenGL expects matrices transposed
 
 	Math::Matrix4 normalMatrix = modelViewMatrix;
 	normalMatrix.invertAffineOrthonormal();
-	//normalMatrix.transpose(); // OpenGL expects matrices transposed when compared to ScummVM's
-	//normalMatrix.transpose(); // No need to transpose twice in a row
 
 	_shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
 	_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12);
diff --git a/engines/stark/gfx/renderentry.h b/engines/stark/gfx/renderentry.h
index a400209760..c5f5593f64 100644
--- a/engines/stark/gfx/renderentry.h
+++ b/engines/stark/gfx/renderentry.h
@@ -58,6 +58,9 @@ struct LightEntry {
 	Math::Angle outerConeAngle;
 	float falloffNear;
 	float falloffFar;
+	Math::Vector4d worldPosition;
+	Math::Vector4d eyePosition;
+	Math::Vector3d eyeDirection;
 };
 
 typedef Common::Array<LightEntry *> LightEntryArray;
diff --git a/engines/stark/resources/location.cpp b/engines/stark/resources/location.cpp
index f6f489f7b6..17b6fc274a 100644
--- a/engines/stark/resources/location.cpp
+++ b/engines/stark/resources/location.cpp
@@ -214,6 +214,14 @@ Gfx::LightEntryArray Location::listLightEntries() {
 				if (light->type == Gfx::LightEntry::kAmbient) {
 					ambient = light;
 				} else {
+					Math::Matrix4 view = StarkScene->getViewMatrix();
+					light->worldPosition.x() = light->position.x();
+					light->worldPosition.y() = light->position.y();
+					light->worldPosition.z() = light->position.z();
+					light->worldPosition.w() = 1.0f;
+					light->eyePosition = view * light->worldPosition;
+					light->eyeDirection = view.getRotation() * light->direction;
+					light->eyeDirection.normalize();
 					others.push_back(light);
 				}
 			}
diff --git a/engines/stark/shaders/stark_actor.vertex b/engines/stark/shaders/stark_actor.vertex
index aa08a2e80a..dbfd0893dc 100644
--- a/engines/stark/shaders/stark_actor.vertex
+++ b/engines/stark/shaders/stark_actor.vertex
@@ -60,12 +60,17 @@ vec3 directionalLight(vec3 direction, vec3 color) {
 
 vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
 	vec3 vertexToLight = position - eyePosition.xyz;
+
+	float dist = length(vertexToLight);
+	float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
+
 	vertexToLight = normalize(vertexToLight);
+	float incidence = max(0.0, dot(eyeNormal, vertexToLight));
 
 	float cosAngle = max(0.0, dot(vertexToLight, -direction));
 	float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
 
-	return pointLight(position, color, falloffNear, falloffFar) * cone;
+	return color * attn * incidence * cone;
 }
 
 void main()
@@ -105,7 +110,7 @@ void main()
 			lightColor += directionalLight(lights[i].direction, lights[i].color);
 		} else if (type == lightTypeSpot) {
 			lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y,
-									lights[i].direction, lights[i].params.z, lights[i].params.w);
+			                        lights[i].direction, lights[i].params.z, lights[i].params.w);
 		}
 	}
 
diff --git a/engines/stark/shaders/stark_prop.vertex b/engines/stark/shaders/stark_prop.vertex
index af35c1381c..8ea49401aa 100644
--- a/engines/stark/shaders/stark_prop.vertex
+++ b/engines/stark/shaders/stark_prop.vertex
@@ -48,12 +48,17 @@ vec3 directionalLight(vec3 direction, vec3 color) {
 
 vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
 	vec3 vertexToLight = position - eyePosition.xyz;
+
+	float dist = length(vertexToLight);
+	float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
+
 	vertexToLight = normalize(vertexToLight);
+	float incidence = max(0.0, dot(eyeNormal, vertexToLight));
 
 	float cosAngle = max(0.0, dot(vertexToLight, -direction));
 	float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
 
-	return pointLight(position, color, falloffNear, falloffFar) * cone;
+	return color * attn * incidence * cone;
 }
 
 void main() {
diff --git a/engines/stark/ui/dialogbox.cpp b/engines/stark/ui/dialogbox.cpp
index b475ba8b1f..15c10d852d 100644
--- a/engines/stark/ui/dialogbox.cpp
+++ b/engines/stark/ui/dialogbox.cpp
@@ -62,7 +62,7 @@ DialogBox::DialogBox(StarkEngine *vm, Gfx::Driver *gfx, Cursor *cursor) :
 		uint32 blue = background->format.RGBToColor(26, 28, 57);
 		background->fillRect(Common::Rect(256, 256), blue);
 	}
-	_backgroundTexture = gfx->createTexture(background);
+	_backgroundTexture = gfx->createBitmap(background);
 	_backgroundTexture->setSamplingFilter(Gfx::Texture::kLinear);
 
 	background->free();
@@ -168,7 +168,7 @@ void DialogBox::recomputeLayout() {
 	drawBevel(&foreground, _confirmButtonRect);
 	drawBevel(&foreground, _cancelButtonRect);
 
-	_foregroundTexture = _gfx->createTexture(&foreground);
+	_foregroundTexture = _gfx->createBitmap(&foreground);
 	_foregroundTexture->setSamplingFilter(Gfx::Texture::kLinear);
 
 	foreground.free();
diff --git a/engines/stark/ui/menu/saveloadmenu.cpp b/engines/stark/ui/menu/saveloadmenu.cpp
index d3da8e205d..4d57063106 100644
--- a/engines/stark/ui/menu/saveloadmenu.cpp
+++ b/engines/stark/ui/menu/saveloadmenu.cpp
@@ -246,8 +246,8 @@ SaveDataWidget::SaveDataWidget(int slot, Gfx::Driver *gfx, SaveLoadMenuScreen *s
 		_screen(screen),
 		_thumbWidth(kThumbnailWidth),
 		_thumbHeight(kThumbnailHeight),
-		_texture(gfx->createTexture()),
-		_outline(gfx->createTexture()),
+		_texture(gfx->createBitmap()),
+		_outline(gfx->createBitmap()),
 		_surfaceRenderer(gfx->createSurfaceRenderer()),
 		_textDesc(gfx),
 		_textTime(gfx),
diff --git a/engines/stark/ui/world/fmvscreen.cpp b/engines/stark/ui/world/fmvscreen.cpp
index 4a2ac66749..a93ee9933e 100644
--- a/engines/stark/ui/world/fmvscreen.cpp
+++ b/engines/stark/ui/world/fmvscreen.cpp
@@ -44,7 +44,7 @@ FMVScreen::FMVScreen(Gfx::Driver *gfx, Cursor *cursor) :
 	_decoder->setDefaultHighColorFormat(Gfx::Driver::getRGBAPixelFormat());
 	_decoder->setSoundType(Audio::Mixer::kSFXSoundType);
 
-	_texture = _gfx->createTexture();
+	_texture = _gfx->createBitmap();
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 
 	_surfaceRenderer = _gfx->createSurfaceRenderer();
diff --git a/engines/stark/visual/effects/effect.cpp b/engines/stark/visual/effects/effect.cpp
index 6db6f830e9..9e449f5144 100644
--- a/engines/stark/visual/effects/effect.cpp
+++ b/engines/stark/visual/effects/effect.cpp
@@ -41,7 +41,7 @@ VisualEffect::VisualEffect(VisualType type, const Common::Point &size, Gfx::Driv
 	_surface = new Graphics::Surface();
 	_surface->create(size.x, size.y, Gfx::Driver::getRGBAPixelFormat());
 
-	_texture = _gfx->createTexture(_surface);
+	_texture = _gfx->createBitmap(_surface);
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 
 	_surfaceRenderer = _gfx->createSurfaceRenderer();
diff --git a/engines/stark/visual/explodingimage.cpp b/engines/stark/visual/explodingimage.cpp
index ca44437e1e..496d710437 100644
--- a/engines/stark/visual/explodingimage.cpp
+++ b/engines/stark/visual/explodingimage.cpp
@@ -62,7 +62,7 @@ void VisualExplodingImage::initFromSurface(const Graphics::Surface *surface, uin
 	_originalWidth  = originalWidth;
 	_originalHeight = originalHeight;
 
-	_texture = _gfx->createTexture(_surface);
+	_texture = _gfx->createBitmap(_surface);
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 
 	// Create an explosion unit for each pixel in the surface
diff --git a/engines/stark/visual/flashingimage.cpp b/engines/stark/visual/flashingimage.cpp
index 77b9c36fad..883752216f 100644
--- a/engines/stark/visual/flashingimage.cpp
+++ b/engines/stark/visual/flashingimage.cpp
@@ -60,7 +60,7 @@ void VisualFlashingImage::initFromSurface(const Graphics::Surface *surface, uint
 	_originalWidth  = originalWidth;
 	_originalHeight = originalHeight;
 
-	_texture = _gfx->createTexture(surface);
+	_texture = _gfx->createBitmap(surface);
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 }
 
diff --git a/engines/stark/visual/image.cpp b/engines/stark/visual/image.cpp
index 71b3734eb3..ba6b5d6ddd 100644
--- a/engines/stark/visual/image.cpp
+++ b/engines/stark/visual/image.cpp
@@ -62,7 +62,7 @@ void VisualImageXMG::load(Common::ReadStream *stream) {
 
 	// Decode the XMG
 	_surface = Formats::XMGDecoder::decode(stream);
-	_texture = _gfx->createTexture(_surface);
+	_texture = _gfx->createBitmap(_surface);
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 
 	_originalWidth  = _surface->w;
@@ -95,7 +95,7 @@ bool VisualImageXMG::loadPNG(Common::SeekableReadStream *stream) {
 		_surface = pngDecoder.getSurface()->convertTo(Gfx::Driver::getRGBAPixelFormat());
 	}
 
-	_texture = _gfx->createTexture(_surface);
+	_texture = _gfx->createBitmap(_surface);
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 
 	return true;
diff --git a/engines/stark/visual/smacker.cpp b/engines/stark/visual/smacker.cpp
index ee553dce10..7f8347a495 100644
--- a/engines/stark/visual/smacker.cpp
+++ b/engines/stark/visual/smacker.cpp
@@ -85,7 +85,7 @@ void VisualSmacker::init() {
 
 	rewind();
 
-	_texture = _gfx->createTexture();
+	_texture = _gfx->createBitmap();
 	_texture->setSamplingFilter(StarkSettings->getImageSamplingFilter());
 
 	update();
diff --git a/engines/stark/visual/text.cpp b/engines/stark/visual/text.cpp
index 169e79bc6b..edc40df2df 100644
--- a/engines/stark/visual/text.cpp
+++ b/engines/stark/visual/text.cpp
@@ -294,7 +294,7 @@ void VisualText::createTexture() {
 	multiplyColorWithAlpha(&surface);
 
 	// Create a texture from the surface
-	_texture = _gfx->createTexture(&surface);
+	_texture = _gfx->createBitmap(&surface);
 	_texture->setSamplingFilter(Gfx::Texture::kNearest);
 
 	surface.free();
@@ -310,7 +310,7 @@ void VisualText::createTexture() {
 		surface.fillRect(Common::Rect(surface.w, surface.h), bgColor);
 		multiplyColorWithAlpha(&surface);
 
-		_bgTexture = _gfx->createTexture(&surface);
+		_bgTexture = _gfx->createBitmap(&surface);
 
 		surface.free();
 	}
diff --git a/math/vector3d.h b/math/vector3d.h
index e1e1f26ae6..ca9cf889fb 100644
--- a/math/vector3d.h
+++ b/math/vector3d.h
@@ -84,6 +84,33 @@ public:
 	inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
 		return Angle::arcCosine(fminf(fmaxf(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
 	}
+
+	/**
+	 * Calculate vector length
+	 * @return      The computed length
+	 */
+	inline static float length(const Vector3d& v) {
+		return sqrtf(v.x() * v.x() + v.y() * v.y() + v.z() * v.z());
+	}
+
+	/**
+	 * Calculate vector length
+	 * @return      The computed length
+	 */
+	float length() {
+		return sqrtf(x() * x() + y() * y() + z() * z());
+	}
+
+	/**
+	 * Linearly interpolate between two vectors
+	 * @param v1    The first vector
+	 * @param v2    The second vector
+	 * @param a     The value to use to interpolate between v1 and v2
+	 * @return      The resulting calculation
+	 */
+	inline static Vector3d interpolate(const Vector3d& v1, const Vector3d& v2, const float a) {
+		return Vector3d(v1 * (1.0f - a) + v2 * a);
+	}
 };
 
 } // end of namespace Math




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